Returning Home - HCOD

EVENT - https://chronicles-of-eternia.com/forum/thread-16086-post-89571.html#pid89571

Attendees : Eris, Tre Mugen, Vienna De Zikaru, Azrail or Ynni? - 4 persons

Event Name: Returning Home
Risk: HCOD
Reward: Loots, and stuffs.


FLUFF:

With so much in her life, Eris decides it is finally time to return to the home she ones abandoned. It is her goal to show her parents that she is better now, worth their love and is the daughter they always wanted.


SYPNOSIS:

ACT 1 - The Arrival

Setting sail from Skarnfel's shores, the group heads south into the unkown, misty and murky waters make travel during the beginning trek rocky, revealing their journey too may encounter 'rocky' trouble.

The group would arrive as the sun was just setting on the horizon. Laying down anchor and taking a series of row boats to the white sand covered beach where once could see the lights on a few near by houses. It was a rather quant coastal town filled with batkin who'd settled after fleeing the shadowlands. Paints of various color upon the wood. It is to be said that the island itself radiated with amplified nature magic's.
Their presence does not come unnoticed, as this portion of the island is strictly batkin and its soon that officials come to the scene in order to check on whom exactly has show up.
They do not recognize Eris at this point, as she had left over twenty years, and they certainly do not know her companions.

  • Bit of Exploration for the group, I'll place some 'interest' points.-

ACT 1 - P2

It is likely due to the nature of who they are, or when it is finally realised whom Eris may be... Conflict may come to rise, as the 'authorities', will likely seek for them to come willingly, or not. As well as yield their weapons. Likely conflict will rise.

FIVE ROUND FIGHT- The Sheriff / Guards - Earth? maybe crystalline, too, Nature, Blood

They hold well, but the tremlbing earth forces a rockfall and the group is knocked unconcious!

KO Rolls, etc.

800k - 1M

ACT 2 - Jail Break

They are stuffed into a jail cell, and the guards leave to go inform the others on the island, this gives the group a small window to make their escape. One of the guards lets known they will be executed upon their return! Tick Tock!

ITS A TRAP / RNG?

A few puzzles they will need to solve, and perhaps rolls for 'lockpicking' the cell. Failure results may result in temps. Shocks received from failed combinations, etc.

Dice ROLLS - 30 or less is a major failure to execute, lowering their time limit or chances, as well as granting a Temp. For example, the complicated lock notes tampering and shocks the breakee.

30 - 50, moderate temp.
51 - 75, smaller temp.
80+ to get free?

They break free and Guards sound alarms throughout the island- runes light up as beacons summoning forth a giant guardian that is meant to stop invaders! They need to kill it or be killed by it.

5 ROUND FIGHT -- Island Guardian - Earth(maybe a sub, too), Nature, Poison.

They manage to fell the guardian once and for all, pushing past the island defenses.

KO Rolls, etc.

1.2M

ACT 3 - The Unloved.

Atop the hill is the house, and two figures...

It is now that they are face to face with Eris’s parents and it is clear that they do not wish to see her- referencing to her as some sort of demon harboring blood magic. It is here they decide to do what they should have done when she was a child and the move to strike her down!

5 ROUND FIGHT - Mom and Dad- Nature, Crystal, Poison, Bone.

They are defeated, the two beaten down before the group, once and for all. Eris' revenge succeeded.

KO Rolls, etc.

1.5M


ACT 4 - Last goodbyes
Sort of epilogue for the players, it was requested the parents do not die but are instead capped! What they do here will be up to them but will end in the death of both parents. This scene is mostly for dev purposes and final goodbyes


RISK: MEDIUM !
IF UNHARMED: /roll - 1 is a 24 day temp, 2-4 is 12 day temp
IF TEMP INJURED:
1 is a -10vit perm, 3 or less is a -5 vit perm, 4-6 is a 24 day temp
IF 2+ KNOCKDOWNS, no temp:
1 is -10vit perm
3 or less is a -5 vit perm
IF 3+ KNOCKDOWNS, no temp:
2 or less is a -10vit perm
4 or less is a -5vit perm
IF PERM INJURED:
3 or less is an upgraded perm (to -10 or -20 f.ex)
IF PERM INJURED, SECOND KD:
1 is -40vit perm (critically injured)
2-3 is an ugraded perm (to -10, -20, or -40)
IF CRITICALLY INJURED:
1 = death


HEALING RULES

Each medic present will be allowed to heal one temp injuries and as many perm injuries as they can per safe environment.(Conclusion of a battle, usually).

BOSSES

Thieving Bandits,
Possessed Girl
Fallen Angel

INJURIES

I like to chuck some examples but usually do so on the go as per how they suffer, etc.

INJ EXAMPLE - Bandits cut - You were stuck by the Bandits poisonous blade, reeking a nasty substance into your bloodstream. You feel weakened and perhaps nauseated from whatever they had inflicted with you upon their weapon(s). (Will improve)

INJ EXAMPLE - Possesser's Burn - The Possessed woman's occultic energies reeked through your form. You could feel your own power draining, your sanity and mind give way to depraving thought. (etc)

INJ EXAMPLE - Dark retribution - The dark energies commanded by the fallen angel burn and tear through your body, how you survived such a strike is an account for legends to come. Your circuitry feels as though its on fire, a limb may be burned / removed or even heavily damaged (etc- )


REWARD TABLE OF CONTENTS

1x The Preserved Corpses of Two Damned Lovers
Before the eyes of anyone that could see them are the corpses of two nature attune batkin, both of which have not only died but did so whilst embracing each other. One can see that their forms have been carefully preserved so they do not rot. Their skin has been kept in pristine condition and they also seem to lack scarring of any kind. If one were adept with magic that allowed them to feel emotion, they would sense that these two died while giving off a strong feeling of unconditional love. [wip]
[Grade A]

1x Ink of Serenity

A vial of silver ink that gives off a calming feeling as well as a soothing aroma. This ink, once it makes contact with mortal skin will slowly travel into that individual's bloodstream as well as their mana circuitry. In a matter of days, the ink will slowly shift the circuits to bring the individual to an eerie calm, and days after that they will return back to normal. If concentrated properly, it can be controlled to switch the emotions from normal to calm, all while functioning perfectly normal otherwise. [wip]
[B-Grade]
1x Scroll of Limit's Break
A strange piece of parchment found on the Sheriff's person, hidden beneath his coats pockets, was a fine paper certainly new. The runes etched on this scroll if transferred to a weapon, it unlocks its critical limitations thus allowing the user to reach an even higher potential. [wip]
[Resource - Grade A?]
1x Orb Of The Damned
This blood red orb surly is a cursed item. Those who hold it will feel their heart beating faster along with their enemies heart beating faster than normal. The life of the two hangs in the balance the Orb attempting to drain the blood of friend and foe in order to power it. If one looks carefully they'll see runes for a massive ritual involving witchcraft as the base.
What dark secrets does this Orb truly possess? [wip]
[Cursed]
[B-Grade]

1 - 3x Perhaps a few loose 'special' ores?

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Pub: 03 Nov 2023 00:55 UTC
Views: 195